Şäŗôķů Posted March 26, 2010 Report Share Posted March 26, 2010 O.k. so as you can tell from the title I have decided to make a spirit archtype that has nothing to do with the type.So here we go: [spoiler=Monsters] Spirit Swordsmen3/1500/1300Warrior / EffectThis monster can attack your opponent directly. This monster cannot be destroyed by your opponent's Spell Cards. If it does destroy one face up Spell Card your opponent controls. Spirit Swordmaster6/2200/2000Warrior / EffectThis monster can attack your opponent Directly. This Monster cannot be Normal Summoned or Set. This monster cannot be Special Summoned except by the effect of "Mastering Of The Sword". This monster is uneffected by your opponent's Spell Cards. This monster can attack your Opponent directly. If it does your oppnent discards all spell cards in the Hand to the Graveyard and inflict the number of spell card discarded x 500 as Life Point Damage. Spirit Knight6/2000/2000Warrior / EffectThis monster can attack your opponent Directly. This monster cannot be Normal Summoned or Set. This monster cannot be Special Summoned except by the effect of "Bestowing of Knighthood". When this card is Special Summoned place 5 spirit counters on this card. Once per turn when your opponent selects a Spirit monster as an attack target. Remove 1 spirit counter to switch the attack to this monster. Spirit Dragon4/1400/1400Dragon / TunerThis monster can attack your opponent Directly. This monster cannot be destroyed by Trap Cards. Spirit Defender4/0/3000Warrior / EffectThis monster cannot be destroyed by battle or by a monster's effect. If this monster is face up on the Field during the End Phase inflict 500 points of damage for each card in their hand. Spirit Wanderer2/500/500Zombie / TunerThis monster cannot be destroyed by battle. This monster can attack your opponent directly.If it does increase this monsters attack by 1000. Spirit Mage Lv. 33/1400/1400Spellcaster / EffectThis monster can attack your opponent directly. This monster is uneffected by Spell Cards. Negate the activation of a Spell Card and destroy it. For each Spell Card destroyed by this effect this card gains 1 spirit counter(max. 5). During your Main Phase 1 you can send this monster to the Graveyard with 5 spirit counters to Special Summon 1 "Spirit Mage Lv. 5". Spirit Mage Lv. 55/2000/2000Spellcaster / EffectThis monster can attack your opponent directly. This monster can only be Special Summoned by the effect of "Spirit Mage Lv. 3". This monster is uneffected by Spell Cards. Negate the activation of a Spell Card and destroy it. For each Spell Card destroyed by this effect this card gains 1 spirit counter(max. 7). During your Main Phase you can send this monster to the Graveyard with 7 spirit counters to Special Summon 1 "Spirit Mage Lv 7". Spirit Mage Lv. 77/2500/2500Spellcaster / EffectThis monster can attack your opponent directly. This monster can only be Special Summoned by the effect of "Spirit Mage Lv. 5". This monster is uneffected by Spell Cards. Negate the activation of a Spell Card and destroy it. For each card destroyed by this effect this card gains 1 spirit counter(max. 3). This monster gains 500 Atk and Def for each spirit counter on it. If this card has 3 spirit counters on it switch it to Defense Position and reduce it's Attack and Defense to 1000 until the second turn after this effect is activated. Spirit Guide3/1400/1800Warrior / EffectThis monster can attack your opponent directly. This monster cannot be destroyed by Spell or Monster effects. When this monster is destroyed as a result of battle Special Summon 1 "Spirit" monster from your Graveyard ignoring it's Summoning conditions. Masked Spirit3/1000/1500Warrior / TunerThis monster can attack your opponent directly. This monster cannot be destroyed by Spell cards. Once pr turn select one Tuner in your Graveyard. This monster's name is treated as the selected monster's until the end of the turn. Spirit Zombie3/1500/0Zombie / EffectThis monster can attack directly. If this monster is selected as an attack target Special Summon 1 level 5 or lower "Spirit" monster from your Graveyard (ignoring Summoning Conditions) and switch the attack to that card. Spirit Vampire4/1650/1500Zombie / EffectThis monster can attack your opponent directly.This monster cannot be destroyed by Spell or Trap cards. If it does increase your Life Points by 500 points for each card in their Hand. [spoiler=Synchros]Spirit King6/2300/2000Warrior / Synchro1 "Spirit" Tuner + 1 or more non-Tuner "Spirit" monster(s)This monster can attack your opponent directly. This monster cannot be destroyed by Spell or Trap cards. This monster gains 500 Atk for each Spirit Monster on the Field. Once per turn discard one monster from your Hand to the Graveyard to inflict the monster's level x 1000 as Life Point Damage. If this effect is activated this monster cannot attack. Spirit Queen6/2300/2000Warrior / Synchro1 "Spirit' Tuner" + 1 or more non-Tuner "Spirit" monster(s)This monster can attack your opponent directly. This card cannot be destroyed by monster effects or Spell Cards. This monster gains 500 Atk for each Spirit monster in the Graveyard. Once per turn send one Face up Spirit monster to the Graveyard to inflict the monster's Atk as Life Point Damage. If this effect is activated this monster cannot attack. Max Spirit Dragon8/3000/2500Dragon / Synchro1 "Spirit Dragon" + 1 or more non-tuner "Spirit" monster(s)This monster can attack your opponent directly. This card gains 500 Atk and Def for each 'Spirit' monster on the Field or in the Graveyard. If this monster's Atk is 4500 or higher at the end phase send it to the Graveyard and Special Summon the monsters used to Syncro Summon this monster ignoring the Summoning conditions. If this card is in the Graveyard during your Standby Phase send all Face up monsters to the Graveyard and Special Summon this monster. If this monster is Special Summoned this way it's normal Atk and Def is now halved. Spirit Master8/3500/0Warrior / Synchro1 "Spirit" tuner + 1 or more non-tuner "Spirit" monster(s)This monster can attack your opponent directly. If it does swap it's Atk and Def until your next Standby Phase. If this monster is selected as an attack target switch it to Defense Position. All damage inflicted while this card is in Defense Position is doubled. [spoiler=Spells]Mastering The SwordNormalWhen this card is activated tribute 1 "Spirit Swordsmen". Special Summon 1 "Spirit Swordsmaster" from your Hand or Deck. Bestowing of KnighthoodNormalActivate only while "Spirit King" is Face up on your side of the field. Tribute 1 "Spirit Swordsmen". Special Summon 1 "Spirit Knight" from your Hand or Deck. Spirit OracleNormalSpecial Summon 2 "Spirit" monsters from your Hand or Deck. Spirit WorldFieldWhile this card is face up all Level 5 and lower "Spirit" monsters do not take up Monster Zones. All "Spirit" monsters gain 500 Atk. All "Spirit" monsters cannot be destroyed by battle. Spirit Gate (made by Dark Justice)Normal SpellActivate this card when a Level 5 or lower "Spirit" monster you control is destroyed. Send the top card of your Deck to the bottom of your opponent's Graveyard. If the top and bottom card of your opponent's Graveyard are the same type of card, Special Summon any Level 5 or lower "Spirit" monster from your Graveyard. If the type of card on top and bottom of your opponent's Graveyard are different, draw 1 card from the top of your opponent's Deck and show it to your opponent. If the card is a Trap Card, remove this card from play. During your opponent's Battle Phase, if this card is removed from play, you can send this card to your Graveyard to negate the activation of a Trap Card. Spirit ModeContiousAll monsters count as "Spirit" monsters. Destroy this card after the 3rd of your Standby Phases after activation. Infinity Star(made by Dark Justice)Spell/ContinuousThis card can only be activated during your Main Phase 2. If you chain this card with "Spirit World", this card becomes a Normal Spell with the following effect:Destroy 1 Level 5 or lower monster your opponent controls and draw 1 card. If this card is activated without a chain, this card occupies 2 of your Spell or Trap Card Zones. While this card is face-up on your field, add 1 Monster Card Zone to both players' side of the field, until this card is removed from the field. Spirit BombQuick PlaySend 1 face-up "Spirit" monster from the field to the Graveyard. Destroy 2 cards. Spirit Seal 2-Infitite PossiblitiesThis card can only be Activated by the effect of "Spirit Seal". The owner of this card gains 1 Monster Card Zone every time they Summon a monster.(Including Special Summon and Set.) If this card is face up you can Activate 1 "Spirit Seal 3-Returning Wave". Spirit Seal 3-Returning WaveThis card can only be Activated by the effect of "Spirit Seal 2-Infitite Possiblities". Once per turn Special Summon 1 "Spirit" monster from your Graveyard. If this card is face up you can Activate 1 "Spirit Seal 4-Final Stand". Spirit Seal 4-Final StandThis card can only be Activated by the effect of "Spirit Seal 3-Returning Wave". All face up "Spirit" monsters gain Atk equal to your Life Points. [spoiler=Traps]Spirit ShieldActivate when your Opponent selects a "Spirit" monster as an attack target. Switch the target to a Face up "Spirit" monster. Spirit AttackActivate only when your opponent attacks you directly. Activate one of the following effects:-Remove from play 1 or more "Spirit" monster(s) from your Graveyard that's Atk is equal to or higher than the attacking monsters Atk. Your opponent takes all your damage for the rest of this turn.-Remove from play 1 or more "Spirit" monster(s) from your Graveyard that's Atk is equal to or higher than the attacking monsters Atk. Until the end of this turn, whenever you would take damage you gain that amount of Life Points instead. Spirit NegateActivate when your opponent declares an attack. Negate the attack and Special Summon 1 "Spirit" monster from your Graveyard. Spirit StrikeActivate when you declare an attack with a "Spirit" monster. The attacking monster gains 500 Atk for each monster your opponent controls. Call of the SpiritSpecial Summon 1 "Spirit" monster fromyour Graveyard. If the equipped monster is destroyed destroy this card. If this card is destroyed the equipped monster is destroyed and your opponent takes the monster's Atk as Life Point damage. Spirit SealContinousMonsters that are not "Spirit" monsters cannot be Special Summoned. Once per turn during your Standby Phase activate 1 "Spirit Seal 2-Infintite Possiblities." I'll make more later.Tell me what you think/point out errors.This is a community thread so post. Link to comment
Şäŗôķů Posted March 26, 2010 Author Report Share Posted March 26, 2010 Added more monsters/spells and a trap Link to comment
Twin Seed Posted March 26, 2010 Report Share Posted March 26, 2010 Opponent = opponent Spaces after periods and such. Seems like it's coming along nicely. Don't really like the pictures though :P (obvious joke is obvious). Link to comment
Şäŗôķů Posted March 26, 2010 Author Report Share Posted March 26, 2010 thanks and I changed the mistake/added 1 spell card.and remember you can make your own card(s). Link to comment
Twin Seed Posted March 26, 2010 Report Share Posted March 26, 2010 Spirit GateNormal SpellActivate this card when a Level 5 or lower "Spirit" monster you control is destroyed. Send the top card of your Deck to the bottom of your opponent's Graveyard. If the top and bottom card of your opponent's Graveyard are the same type of card, Special Summon any Level 5 or lower "Spirit" monster from your Graveyard. If the type of card on top and bottom of your opponent's Graveyard are different, draw 1 card from the top of your opponent's Deck and show it to your opponent. If the card is a Trap Card, remove this card from play. During your opponent's Battle Phase, if this card is removed from play, you can send this card to your Graveyard to negate the activation of a Trap Card. Must credit card idea to me. Link to comment
Şäŗôķů Posted March 26, 2010 Author Report Share Posted March 26, 2010 Spirit GateNormal SpellActivate this card when a Level 5 or lower "Spirit" monster you control is destroyed. Discard 1 card from the top of your deck to the bottom or your opponent's Graveyard. If the top and bottom card of your opponent's Graveyard are the same type of card' date=' Special Summon any Level 5 or lower "Spirit" monster from your Graveyard. If the type of card on top and bottom of your opponent's Graveyard are different, draw 1 card from the top of your opponent's Deck and show it to your opponent. If the card is a Trap Card, remove this card from play. During your opponent's Battle Phase, if this card is removed from play, you can send this card to your Graveyard to negate the activation of a Trap Card. Must credit card idea to me.[/quote']bolded area is confusing. Link to comment
Twin Seed Posted March 26, 2010 Report Share Posted March 26, 2010 I typed it wrong, it's fix'd. Link to comment
Şäŗôķů Posted March 26, 2010 Author Report Share Posted March 26, 2010 Thank you for your card.(credit given) Link to comment
Twin Seed Posted March 26, 2010 Report Share Posted March 26, 2010 Hahahahaha, yay! Thank you for using my card. Link to comment
Şäŗôķů Posted March 26, 2010 Author Report Share Posted March 26, 2010 o.k.[spoiler=Don't Look In Here]NO! Sheild Your Eyes It's To Epic! Link to comment
Şäŗôķů Posted March 27, 2010 Author Report Share Posted March 27, 2010 Added Spirit Guide, Max Spirit Dragon, Spirit Queen, Spirit Mode and Spirit Master. Link to comment
{Galvantula} Posted March 27, 2010 Report Share Posted March 27, 2010 Good cards.Change syncro to synchro. Good luck Link to comment
Twin Seed Posted March 28, 2010 Report Share Posted March 28, 2010 Instead of and apostrophe, use quotation marks; " instead of '. tuner = Tuner Atk and Def = ATK and DEF Field = field Summoning conditions = Summoning Conditions (I think) Face up = face-up Max Spirit Dragon:OP'd mainly by letting a 3000 directly attack, through other monsters. Link to comment
Şäŗôķů Posted March 28, 2010 Author Report Share Posted March 28, 2010 It's not Op'd because is it attacks just use Negate Attack and then it most likly won't be around until your Standby Phase. Link to comment
Twin Seed Posted March 28, 2010 Report Share Posted March 28, 2010 Most people would use Heavy Storm or something before putting this guy on the field. Link to comment
Şäŗôķů Posted March 28, 2010 Author Report Share Posted March 28, 2010 True. and I just now noticed that I would only need 10 Spirit monsters in my graveyard for it to have 8000 ATK.Wait what if I were battling against a deck that removes cards from play then it would be balanced. Link to comment
Twin Seed Posted March 28, 2010 Report Share Posted March 28, 2010 True. and I just now noticed that I would only need 10 Spirit monsters in my graveyard for it to have 8000 ATK.Wait what if I were battling against a deck that removes cards from play then it would be balanced.But if you're not, and most people wouldn't be. Link to comment
Şäŗôķů Posted March 28, 2010 Author Report Share Posted March 28, 2010 Then well don't duel me or you would be pwned. Link to comment
Twin Seed Posted March 28, 2010 Report Share Posted March 28, 2010 Then well don't duel me or you would be pwned.We'll see. Since my deck's random. Link to comment
Şäŗôķů Posted March 28, 2010 Author Report Share Posted March 28, 2010 Then well don't duel me or you would be pwned.We'll see. Since my deck's random. What do you mean? Link to comment
Twin Seed Posted March 28, 2010 Report Share Posted March 28, 2010 Then well don't duel me or you would be pwned.We'll see. Since my deck's random. What do you mean?No theme. Just random cards that look like they'll work together. Link to comment
Şäŗôķů Posted March 28, 2010 Author Report Share Posted March 28, 2010 Then well don't duel me or you would be pwned.We'll see. Since my deck's random. What do you mean?No theme. Just random cards that look like they'll work together. I mean the bolded part Link to comment
Twin Seed Posted March 28, 2010 Report Share Posted March 28, 2010 Then well don't duel me or you would be pwned.We'll see. Since my deck's random. What do you mean?No theme. Just random cards that look like they'll work together. I mean the bolded partNever mind that. Link to comment
Şäŗôķů Posted March 28, 2010 Author Report Share Posted March 28, 2010 -_- It sounds like you want to duel but...Is that even possible? Link to comment
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